MapObjStatePlayerHold class
Base classes
- class al::ActorStateBase
Constructors, destructors, conversion operators
-
MapObjStatePlayerHold(al::
LiveActor* actor, const sead:: Vector3f& localOffset, const sead:: Vector3f& localRotate)
Public functions
- void initUseColliderPush(f32 pushForce)
- void initShadowMaskDropLengthCtrl(const char* shadowMaskName)
- void appear() override
- void kill() override
-
void attackSensor(al::
HitSensor* self, al:: HitSensor* other) -
auto receiveMsgNoRelease(const al::SensorMsg* message,
al::
HitSensor* other, al:: HitSensor* self) -> bool -
auto receiveMsgRelease(const al::SensorMsg* message,
al::
HitSensor* other, al:: HitSensor* self) -> bool - void prepareThrowCollide()
-
auto receiveMsgCancel(const al::SensorMsg* message,
al::
HitSensor* other, al:: HitSensor* self) -> bool -
auto tryStartCarryFront(const al::SensorMsg* message,
al::
HitSensor* sensor) -> bool -
auto tryStartCarryFrontWallKeep(const al::SensorMsg* message,
al::
HitSensor* sensor) -> bool -
auto tryStartCarryUp(const al::SensorMsg* message,
al::
HitSensor* sensor) -> bool -
void tryCancelHold(al::
HitSensor* sensor) -
void updateCollider(al::
HitSensor* sensor) - void exeHold()
- void init() virtual
- auto update() -> bool virtual
- void control() virtual
- auto isDead() const -> bool
- auto getNerveKeeper() const -> NerveKeeper* virtual
- void initNerve(const Nerve* nerve, s32 stateCount)
- void updateNerve()
Protected variables
- LiveActor* mActor
Function documentation
void MapObjStatePlayerHold:: init() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool MapObjStatePlayerHold:: update() virtual
#include <l/Library/Nerve/NerveStateBase.h>
void MapObjStatePlayerHold:: control() virtual
#include <l/Library/Nerve/NerveStateBase.h>
bool MapObjStatePlayerHold:: isDead() const
#include <l/Library/Nerve/NerveStateBase.h>
NerveKeeper* MapObjStatePlayerHold:: getNerveKeeper() const virtual
#include <l/Library/Nerve/NerveExecutor.h>
void MapObjStatePlayerHold:: initNerve(const Nerve* nerve,
s32 stateCount)
#include <l/Library/Nerve/NerveExecutor.h>
void MapObjStatePlayerHold:: updateNerve()
#include <l/Library/Nerve/NerveExecutor.h>
Variable documentation
LiveActor* MapObjStatePlayerHold:: mActor protected
#include <l/Library/Nerve/NerveStateBase.h>